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1 <!-- | |
2 Copyright (c) 2009 The Chromium Authors. All rights reserved. | |
3 Use of this source code is governed by a BSD-style license that can be | |
4 found in the LICENSE file. | |
5 --> | |
6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" | |
7 "http://www.w3.org/TR/html4/loose.dtd"> | |
8 <html> | |
9 <head> | |
10 <title>WebGL the minimum number of uniforms are supported.</title> | |
11 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
12 <script src="../resources/js-test-pre.js"></script> | |
13 <script src="resources/webgl-test.js"> </script> | |
14 <script src="resources/webgl-test-utils.js"> </script> | |
15 </head> | |
16 <body> | |
17 <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></c
anvas> | |
18 <div id="description"></div> | |
19 <div id="console"></div> | |
20 <script id="vshader" type="x-shader/x-vertex"> | |
21 #define NUM_UNIFORMS 128 // See spec | |
22 attribute vec4 vPosition; | |
23 uniform vec4 uni[NUM_UNIFORMS]; | |
24 varying vec4 color; | |
25 void main() | |
26 { | |
27 gl_Position = vPosition; | |
28 vec4 c = vec4(0,0,0,0); | |
29 for (int ii = 0; ii < NUM_UNIFORMS; ++ii) { | |
30 c += uni[ii]; | |
31 } | |
32 color = c; | |
33 } | |
34 </script> | |
35 | |
36 <script id="fshader" type="x-shader/x-fragment"> | |
37 #ifdef GL_ES | |
38 precision mediump float; | |
39 #endif | |
40 varying vec4 color; | |
41 void main() | |
42 { | |
43 gl_FragColor = color; | |
44 } | |
45 </script> | |
46 <script id="vshader2" type="x-shader/x-vertex"> | |
47 attribute vec4 vPosition; | |
48 void main() | |
49 { | |
50 gl_Position = vPosition; | |
51 } | |
52 </script> | |
53 | |
54 <script id="fshader2" type="x-shader/x-fragment"> | |
55 #ifdef GL_ES | |
56 precision mediump float; | |
57 #endif | |
58 #define NUM_UNIFORMS 16 // See spec | |
59 uniform vec4 uni[NUM_UNIFORMS]; | |
60 void main() | |
61 { | |
62 vec4 c = vec4(0,0,0,0); | |
63 for (int ii = 0; ii < NUM_UNIFORMS; ++ii) { | |
64 c += uni[ii]; | |
65 } | |
66 gl_FragColor = vec4(c.r, c.g, c.b, c.a / 120.0); | |
67 } | |
68 </script> | |
69 <script> | |
70 var wtu = WebGLTestUtils; | |
71 var canvas = document.getElementById("example"); | |
72 var gl = wtu.create3DContext(canvas); | |
73 var program = wtu.setupTexturedQuad(gl); | |
74 | |
75 //------------------------------------------------------------------------------ | |
76 var program = wtu.setupProgram( | |
77 gl, | |
78 [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER), | |
79 wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)], | |
80 ['vPosition'], [0]); | |
81 | |
82 for (var ii = 0; ii < 128; ++ii) { | |
83 var loc = gl.getUniformLocation(program, "uni[" + ii + "]"); | |
84 gl.uniform4f(loc, 2/256, 2/512, 2/1024, ii/8128); | |
85 } | |
86 | |
87 wtu.drawQuad(gl); | |
88 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); | |
89 wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 127, 64, 255],
"Should render 255,127,64,32 (+/-1)", 1); | |
90 | |
91 //------------------------------------------------------------------------------ | |
92 var program = wtu.setupProgram( | |
93 gl, | |
94 [wtu.loadShaderFromScript(gl, 'vshader2', gl.VERTEX_SHADER), | |
95 wtu.loadShaderFromScript(gl, 'fshader2', gl.FRAGMENT_SHADER)], | |
96 ['vPosition'], [0]); | |
97 | |
98 for (var ii = 0; ii < 16; ++ii) { | |
99 var loc = gl.getUniformLocation(program, "uni[" + ii + "]"); | |
100 gl.uniform4f(loc, 16/2048, 16/1024, 16/512, ii); | |
101 } | |
102 | |
103 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); | |
104 wtu.drawQuad(gl); | |
105 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); | |
106 wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [32, 64, 127, 255], "
Should render 32,64,127,255 (+/-1)", 1); | |
107 | |
108 successfullyParsed = true; | |
109 | |
110 </script> | |
111 </body> | |
112 <script src="../resources/js-test-post.js"></script> | |
113 | |
114 <script> | |
115 </script> | |
116 | |
117 </body> | |
118 </html> | |
119 | |
120 | |
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